Search found 250 matches
- Wed Aug 24, 2022 10:16 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1571481
Re: Development and Discussion
So, anybody got any real experience in big sustainable bases: how do you get liquid rubber? Bio or petrochem. I'm talking about around 300-500/s. I mapped it out in helmod and it looks like petrochem setup is smaller, but the bio one produces it out of literally thin air. Well, actually the outputs ...
- Tue Aug 23, 2022 5:57 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1571481
Re: Development and Discussion
OK, I took me a couple of hours of trial and error with the circuit network but I found a good solution. The circuit network doesn't like counting down at all from high number to zero, or I don't know how to use it. I would either get a system that would rise out of control, by millions in seconds,...
- Mon Aug 22, 2022 10:06 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1571481
Re: Development and Discussion
OK, I took me a couple of hours of trial and error with the circuit network but I found a good solution. The circuit network doesn't like counting down at all from high number to zero, or I don't know how to use it. I would either get a system that would rise out of control, by millions in seconds, ...
- Mon Aug 22, 2022 7:18 am
- Forum: Bob's mods
- Topic: [1.1] Bob's Mods: General Discussion
- Replies: 70
- Views: 42799
Re: [1.1] Bob's Mods: General Discussion
Hi! I played with pure speed/prod modules before, but this time I really used Helmod to map out the chains and it looks like pure productivity and speed modules are a clear upgrade on normal ones, while basically being only negligibly more expensive. So it looks like it is an either or situation: ei...
- Sun Aug 21, 2022 3:26 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1571481
Re: Development and Discussion
I'm currrently playing components overhaul (without technology overhaul). While trying to rush to Crawler cargo robots, I realized that I can't produce green boards needed to build them. Green electronics is researched but the recipe for the boards requires liquid resin, which is way down the tech ...
- Wed Aug 17, 2022 2:03 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1571481
Re: Development and Discussion
Hello! Has the part related to infinite Alien life samples from Bioprocessing changed again? I tried a setup like the attached screenshot but after enough cycles it looks like it eats all the products it outputs: the input for the farm is 30 alien life samples, while the seed extractor produces 32. ...
- Wed Aug 17, 2022 1:58 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1571481
Re: Development and Discussion
I'm currrently playing components overhaul (without technology overhaul). While trying to rush to Crawler cargo robots, I realized that I can't produce green boards needed to build them. Green electronics is researched but the recipe for the boards requires liquid resin, which is way down the tech ...
- Sat Aug 13, 2022 10:07 pm
- Forum: Mods
- Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
- Replies: 322
- Views: 177604
- Fri Aug 12, 2022 10:13 pm
- Forum: Mods
- Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
- Replies: 322
- Views: 177604
Re: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
Sorry if stupid question, but the button to add a "power" calculation is gone and I can't figure out how to add power to Helmod.
Older saves where the power lines were saved still work.
Older saves where the power lines were saved still work.
- Sun Sep 12, 2021 7:23 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1571481
Re: Development and Discussion
:D again my questions Space Exploration compatible... ???? Are you crazy? Do you want a 500 hour game on a single map :lol: ? I'm playing with Angel's Tech/Components/Science and probably I'll hit the rocket stage at around 200 hours... But as far as I know, not compatible. That would be quite a ma...
- Wed Sep 01, 2021 2:21 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3891
- Views: 1404098
Re: Bugs & FAQ
Is it intentional that everything related to Angel's Tech batteries, intermediates and all can't take productivity modules?
I just mapped out a 45 tier 1 batteries/s build and it takes 6 blue belts of lead plate.
I just mapped out a 45 tier 1 batteries/s build and it takes 6 blue belts of lead plate.
- Fri Aug 27, 2021 3:46 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3891
- Views: 1404098
Re: Bugs & FAQ
Beacon Mk2 cost blue science to research while Beacon 1 and 3 cost yellow science. (Angel's tech)
Is this a bug?
Is this a bug?
- Thu Aug 26, 2021 4:47 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3891
- Views: 1404098
Re: Bugs & FAQ
[…] I posted this on the other thread too, but with Angel's Components, Industry and Science turned on, with full Bob's, you can't get started with modules because the Module Lab requires a Lab, which is disabled. A simple solution would be to replace the Lab as a component with some simple blocks....
- Tue Aug 24, 2021 5:10 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3891
- Views: 1404098
Re: Bugs & FAQ
Edit3: I tried this code to fix the issue in "prototypes\overrides\tech-mod-update.lua" and it seems to work. I await the official fix. -- disable base game lab as it is obsolete OV.disable_recipe("lab") angelsmods.functions.add_flag("lab", "hidden") if angels...
- Mon Aug 16, 2021 12:20 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1571481
Re: Development and Discussion
The new update is released. You can view the complete changelog on github or ingame for each mod separate. Be aware, this update contains breaking changes ! We have compatibility for existing bases (as usual), but be prepared to rebuild your ore sorting facilities since most of the chunk and crysta...
- Tue Aug 10, 2021 4:08 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1571481
Re: Development and Discussion
Did the latest release change chunk sorting output?
All my aluminium/silver/gold lines are now messed up...
Cobalt too!
In fact several ores have been moved to Orange science...
All my aluminium/silver/gold lines are now messed up...
Cobalt too!
In fact several ores have been moved to Orange science...
- Fri Mar 05, 2021 8:28 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1571481
Re: Development and Discussion
hello, quick question Since Angel Industries components are in beta and tech overhoul is in alpha stages, IS IT PLAYABLE THOUGH? Is it safe to start playthrough with these 2 options enabled? Yes, it is very playable. I played it in 018 (or some older version, I don't remember) and now. There are no...
- Wed Feb 24, 2021 7:44 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1571481
Re: Development and Discussion
To answer my question, yes, plenty of stuff.
I was looking at vanilla modules which do not work, but Bob's productivity modules work fine.
- Tue Feb 23, 2021 6:56 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3891
- Views: 1404098
Re: Bugs & FAQ
I'm using Bob's, full stack. I still cannot reproduce with just Angel+Bob. But from your screenshot it's obvious that you are using additional mods. (AAI Laser tank?) First question: does the same issue arise if you start a new map with the same mod settings? If so, can you please provide a mostly ...
- Sun Feb 14, 2021 7:34 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3891
- Views: 1404098
Re: Bugs & FAQ
With all of Angel's options on, industry/components/tech reword there is a dead end battery tech labeled "Battery" that does not have any tech under and you get it after having some batteries. Are you using additional mods alongside Angel's? Maybe a screenshot of the tech? I don't see an ...